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PlayerCollision.cpp
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121 lines (92 loc) · 4 KB
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//
// Created by segalle on 11/25/21.
//
#include "PlayerCollision.h"
namespace managers {
PlayerCollision::PlayerCollision() {}
PlayerCollision::~PlayerCollision() {}
void PlayerCollision::playerIsAlive(entities::characters::Player *player) {
if(player->getHealth() <= 0){
player->die();
}
}
void PlayerCollision::analyzePlayerCollision(entities::characters::Player *player, entities::Entity *object) {
int id = object->getId();
switch(id) {
case player_id:
playerPlayerCollision(player, dynamic_cast<entities::characters::Player *>(object));
break;
case weak_goblin_id:
case strong_goblin_id:
case boss_goblin_id:
playerEnemyCollision(player, dynamic_cast<entities::characters::Enemy *>(object));
break;
case energy_orb_id:
case dark_energy_orb_id:
playerEnemyProjectileCollision(player, dynamic_cast<entities::Projectile *>(object));
break;
case fire_pit_id:
case bush_id:
case spikes_id:
playerObstacleCollision(player, dynamic_cast<entities::StaticEntity *> (object));
break;
case finish_line_id:
playerFinishCollision(player, dynamic_cast<entities::FinishLine *> (object));
break;
default:
//não faz nada
break;
}
playerIsAlive(player);
}
void PlayerCollision::playerPlayerCollision(entities::characters::Player *player1, entities::characters::Player *player2) {
if(player1->getPosition().x > player2->getPosition().x){
player1->move(sf::Vector2f (5, 0));
player2->move(sf::Vector2f (-5, 0));
}
}
void PlayerCollision::playerEnemyCollision(entities::characters::Player *player, entities::characters::Enemy *enemy) {
if(player->getPosition().x > enemy->getPosition().x){
player->move(sf::Vector2f (2.5, 0));
enemy->move(sf::Vector2f (-0.7, 0));
}
else if(player->getPosition().x < enemy->getPosition().x){
player->move(sf::Vector2f (-2.5, 0));
enemy->move(sf::Vector2f (0.7, 0));
}
player->takeDamage(enemy->getCollisionDamage());
}
void PlayerCollision::playerEnemyProjectileCollision(entities::characters::Player *player, entities::Projectile *projectile) {
player->takeDamage(projectile->getCollisionDamage());
projectile->die();
}
void PlayerCollision::playerObstacleCollision(entities::characters::Player *player, entities::StaticEntity *obstacle) {
int id = obstacle->getId();
if(id == bush_id){
if(player->getPosition().x < obstacle->getPosition().x){
player->move(sf::Vector2f (0.5, 0));
}
else if(player->getPosition().x > obstacle->getPosition().x){
player->move(sf::Vector2f (-0.5, 0));
}
}
else if(id == spikes_id){
player->setFallSpeed(0);
if(player->getPosition().x < obstacle->getPosition().x + obstacle->getSprite()->getGlobalBounds().width - 10 && player->getPosition().x +
player->getSprite()->getGlobalBounds().width > obstacle->getPosition().x + 10){
player->setFeetPosition(obstacle->getPosition().y);
player->setGround(true);
}
else if(player->getPosition().x > obstacle->getPosition().x){
player->move(sf::Vector2f (2.5, 0));
}
else if(player->getPosition().x < obstacle->getPosition().x){
player->move(sf::Vector2f (-2.5, 0));
}
}
player->takeDamage(obstacle->getCollisionDamage());
}
void PlayerCollision::playerFinishCollision(entities::characters::Player *player, entities::FinishLine *finish) {
player->takeDamage(finish->getCollisionDamage());
}
}